Skip to content

Arcade › Blood Moon Frontier

Blood Moon Frontier

  • 3d
  • fps
  • gothic-western
  • horror
  • action
  • wave-shooter
  • low-poly
0
Remix it Discord

5 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. eric wilson built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Blood Moon Frontier yet. Play it, then tell eric wilson what you would add next.

Make your own game

Blood Moon Frontier was built by eric wilson with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.

Remix Blood Moon Frontier opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.

Read the build brief for Blood Moon Frontier

Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.

Create a browser-playable first-person shooter called “Blood Moon Frontier,” a compact gothic-western undead gunslinger slice built in Three.js. Use a locked first-person camera with a centered crosshair and a visible low-poly pistol/revolver model in the lower-right foreground. The player begins on a long, linear nighttime frontier route at approximately the center of a narrow dark road, looking down the path toward a graveyard and rail yard. The environment should be visibly 3D and low-poly/AA-remaster styled: near-black purple sky/background, exponential fog, cool blue moonlight, warm orange/red lantern glows, dusty brown ground, a darker central road, frontier house models lining alternating sides of the street, then rows of gravestones and scattered old coffins, and finally a rail yard with wooden ties, parallel iron rails, and several boxy train cars. Keep the playable corridor bounded roughly x=-8..8 and z=12..-118, with the player moving forward from the town toward the rail chapel/boss area; houses and train cars act as collision blockers. Load or use equivalent graveyard-kit, train-kit, modular-building, and weapon-pack style low-poly models for skeletons, vampires, gravestones, coffins, lanterns, train cars, houses, pistol, and ammo, with shadows, fog, and strong moon/lantern contrast.

Core gameplay is a forward progression through three combat stages. Start with health 100, a six-shot revolver magazine, 36 reserve rounds, and a Blood Veil/Shift energy meter at 100. WASD or arrow keys move, mouse movement aims after clicking to lock pointer, left mouse fires one shot, right mouse fan-fires two rapid weaker shots, R reloads, Space jumps, and holding Shift activates Blood Veil. Include touch/mobile controls with left movement stick, right look stick, and Fire, R, Jump, and Veil buttons. Movement speed is about 5.15 normally and 8 while Veil is active; jumping uses gravity and a roughly 6.3 upward impulse. Veil drains about 27 energy per second, regenerates about 8 per second when inactive, slows nearby enemies, reduces their contact damage, and damages enemies within about 4.2 units over time.

The revolver has a 0.26-second firing cooldown. Each normal shot consumes one round and deals roughly 40 damage plus 10 bonus damage to a non-boss enemy; shots use a hitscan ray from the camera with slight optional spread, muzzle flash, hit flash, and brief colored point-light effects. If the magazine is empty, automatically prompt/reload. Reload takes about 1.15 seconds and fills the six-round magazine from reserve. Fan fire requires at least two rounds and fires two shots about 90ms apart at reduced power (roughly 0.72) with slight spread. Place eight floating pickups along the route, alternating mostly ammo and health: ammo adds 18 reserve rounds; health restores 35 up to maximum. Make pickups rotate/bob and disappear when collected, with amber effects for ammo and red effects for health.

Trigger the first wave when the player moves past z=-12 into the graveyard: spawn two skeletons near z=-28/-30 and one vampire near z=-36, and show an objective/message that the grave soil broke open. Skeletons have about 75 health, speed 1.65, contact damage 8; vampires have about 115 health, speed 2.1, contact damage 11. When the player reaches past z=-48 while fewer than two enemies remain alive, advance to the rail-yard stage and spawn two skeletons near z=-62/-66 and two vampires near z=-72/-74. When the player moves past z=-92, spawn the final encounter at the rail chapel: a large Blood Conductor vampire boss at approximately (0,-112), plus two skeletons around (-4,-106)/(4,-106) and one vampire around (3.5,-116). The boss has a large scale, about 520 health, speed 1.05, radius 1.25, and 18 contact damage; ordinary skeletons/vampires pursue the player, turn toward them, and attack when close on cooldown. Add a dark red/purple emissive tint to the boss and distinct larger orange/red death flash. The HUD objective should update from reaching the graveyard, to clearing undead/pushing through the rail yard, to killing the Blood Conductor and showing enemies remaining.

Use a gothic-western HUD over the game: top-left/top-center dark translucent burgundy panels with thin aged-gold borders and serif uppercase cream text. Display HEALTH with a red meter, AMMO as current magazine/reserve with a red meter, and SHIFT with a purple meter; include a small cream crosshair with a faint red glow at screen center, an understated bottom-center message panel for temporary combat/pickup notices, and a top-right objective panel. The title/start overlay should read “BLOOD MOON FRONTIER” in large spaced cream serif capitals and describe the gothic western FPS slice, controls, and “Click to lock aim,” with a dark translucent panel and a “DRAW IRON” button. On death at zero health, show “Returned to Dust” and a restart button. On killing the boss, stop gameplay and show “Boss Banished,” explain that the rail chapel falls silent, and offer “Ride Again.” Victory occurs only when the Blood Conductor is killed; defeat occurs only when health reaches zero. Include restrained muzzle, hit, pickup, damage, and Veil particle/light flashes in hellish red, orange, purple, and gold, maintaining the dark foggy moonlit presentation rather than adding unrelated mechanics or UI.

More free browser games

Browse the whole Arcade →